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Old August 27, 2018, 14:47   #11
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window size and position

By the way there is an bug through all the versions i played so far:

The Window size and the window positions are not exactly stored in the configuration file.

Each time i start the Angband executable the windows are slightly misplaced and missized. Something in the range of a few points only but still annoying to
perfectly match them each time to cover the complete screen.

It has nothing to do with the screen size. Bought a new screen with a much higher dpi than the old one, but the windows are still mismatched as it was before.

Would be nice if you could take a look at that Nick Thanks!
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Old August 27, 2018, 16:24   #12
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Talking font size

Oh, thanks a lot Tiberius. I actually got a new screen 2 days ago, with more but smaller pixels, so I really needed some font resizing! Did I miss any tutorial / manual where this is explained? Actually now I know I think I could have experimented more with those 'Window' options, but under MS Windows I've become so used to truetype fonts that I never realized that it were separate settings.
Another thing that could be explained is that the tile size is a multiplier of the font-size, so changing the font also changes the tiles.
Knowing better how it works, I just changed 1 terminal to a different font size, and then changed the rest with copy-paste in the angband.ini file.
If you look at that file, you see the terminal size is expressed in lines and columns, which are probably rounded down, so any pixel-precise sizing will be lost the next time. The position is stored in pixels, so that shouldn't change I would think.

All in all my reported bug is resolved, but the whole system has a number of co-dependencies and side effects that make it hard to understand and handle. Perhaps the price for system-independence?
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Old September 18, 2018, 13:20   #13
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Originally Posted by Carg View Post
10 - Wish: display monster level in monster memory (esp. with uniques). If there is not enough room, I wouldn't mind the monster symbol being removed - I assume most users use tiles by now anyway.
DEFINITELY not a safe assumption. Many of us are not merely old-school, but just plain old (and thus blind). I play fullscreen on a 32" monitor using the 12x24 font, in ASCII mode like nature intended!

You kids today, with your subwindows and graphics tiles. When I was your age we had to memorize every host between ourselves and each recipient of our emails, and we LIKED IT.


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Old September 22, 2018, 12:37   #14
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Thanks for all the on-topic contributions. Below I list an edited version of my bugs and wishes, with the extra information incorporated.

Question: what is going to happen with this list? Is someone going to enter it into the bug tracker system, or should I? Or will they be picked up even when not in the system?

Updated list:

01 - map view often doesn't refresh correctly: you can see your own character in there a lot of times, and sometimes remains are left of beam/cone attacks. CTRL-R corrects the errors. Apparently erasing changes from the previous turn is imperfect.

02 - outdated dungeon.txt:
* "Each level has at least one up staircase and at least two down staircases. There are no exceptions to this rule." Level 99, 100 and 127 are, I believe, exceptions. But several types of special map levels might not have 2 downstairs either. Notably a maze level always seems to have exactly 1 up and one down stairs.
* The whole file also is based in the character interface, ignoring tiles. It should e.g. mention that with tiles you can see the visuals under '~', 'display xxx knowledge', select one item and press 'v'.

03 - not a bug.

04 - with the Shockbolt tiles I still don't see any difference between passable and impassable rubble in 4.1.3, although I read that was changed since 4.1.2.

05 - if there is a bunch of monsters, I am often in a corridor get only one attacking me, resting until the next one steps in. Their drops are piling gradually, and when there is more than one item under me, the screen gets redrawn every time because it displays the list of items under me. I wish there was at least one wait command key (of the '5', ',' or '.') that I can use to rest without picking up.

06 - why are monsters like Pukelman and Earth Elemental resistant to all attacks except the one they are atacking with themselves (acid)? That seems illogical. I suggest a different basic element vulnerability.

07 - wish: (semi-)automatically determine character width and height based on the selected font for all terminals, like you can set "Term 0 Font Tile Size" to "Font" for terminal 0.

08 - resolve naming inconsistency wirh wands and rods by renaming staff of light to staff of illumination

09 - why does @m1 inscription work, but not @p1?

10 - Wish: display monster level in monster memory (esp. with uniques). If there is not enough room, I wouldn't mind the monster symbol being removed, but I think both should fit. Especially with uniques it helps to quickly see which you might expect on your current dungeon level.

11 - Wish: change options permanently (e.g. I like show_damage) - e.g. save set like exporting autoinscribe. Every time I start a new character (I like playing several in parallel) it is off again.

12 - show_damage should not only show weapon damage, but also spell damage. In case of beam, ball or breath attacks the damage in the square targeted could be listed, or perhaps the nearest monster affected?

13 - treasure balance seems off: too many weapons compared to armor pieces (you need 6 armor pieces compared to 1 weapon, so it would seem better if they occur 6x as often too, but they seem to have similar occurences currently). For artifacts my high level mage has found 25 weapons, 4 shooters, 28 armor and 4 miscellaneous (light, ring, amulet). I would also prefer not to find at least one of the *thanc daggers at one of the first levels so often; then all the fun disappears of first finding one with bonuses, then the first ego, and finally the artifacts.

14 - In obj-desc.spo listing the items power in the column level is confusing. Either list the min level the item can be found, like in mon-desc.spo, or call the column power, or list both. I consider the min level more useful.

15 - Amulets of resistance are way too high level for their worth: since most artifact armors, shields, and even many ego armors, shields and cloaks offer the same elemental resistances, by the time you reach level 60 no one is ever going to need them. 10 levels later than resist acid en lightning, so 20, seems more appropriate. Or perhaps it should have 1 or 2 random extra resistances?

16 - in principle it is a good thing that slow digestion is powered up, but still there is so much food found in the dungeon, not to mention loads of satisfy hunger scrolls, that even a half-troll warrior is unlikely to sacrifice a ring or amulet slot for it. Perhaps the ring and amulet should have some minor extra power, like slow poison?

17 - spell failure chances seem higher than the spellbook mentions. I tested this with a 21st level mage with listed spell failure of 4% on detect monsters, with no negative effects present as far as I could see. I cast it in total 335 times in a row, and had 26 failures, which amounts to more than 7% - almost twice as much as listed.

18 - stores will not accept unidentified armor, not even for free. (I had a robe [2,+2] {??} that wasn't accepted until I happened to find out the rune in another way. It was resist fire.) I think they should, just like unidentified negative potions, scrolls, wands, etc. are bought. This is also contrary to the description in dungeon.txt. Weapons that are partially unknown and contain a curse are also unsellable.

19 - Why don't shops have consecutive letters for their inventory? It is confusing and I don't see a use.
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Old September 22, 2018, 14:16   #15
Pete Mack
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I looked into using real fonts for the windows port at one point. Unfortunately, it seems like all support uses MS C++, and isn't really an option for gcc without a huge amount of work because of mangling issues and the like.
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Old September 24, 2018, 10:21   #16
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Originally Posted by Carg View Post
19 - Why don't shops have consecutive letters for their inventory? It is confusing and I don't see a use.
All letters that are commands in either keymap are not used as shop inventory letters.
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Old September 25, 2018, 00:37   #17
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Originally Posted by Werbaer View Post
All letters that are commands in either keymap are not used as shop inventory letters.
To be a little more accurate, letters that are commands that can be used whilst in a shop are not used as inventory letters. E.g., "a" is used as an inventory letter, because one cannot "aim" while in a shop; but "b" is not used as an inventory letter, because one can "browse" a book while in a shop.

While in a shop one can [b]rowse a book, [d]onate an item, [e]quipment menu lookup, [g]et or purchase an item, [i]nventory menu lookup, [k]ill an item (ignore an item), [l]ook at or examine an item, [p]urchase an item, [s]ell or donate an item, [t]ake off a piece of equipment, or e[x]amine an item. Thus these letter commands are not used in the enumeration of shop inventory.
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